diff --git a/Map-Specific-Files.md b/Map-Specific-Files.md deleted file mode 100644 index f5d01b6..0000000 --- a/Map-Specific-Files.md +++ /dev/null @@ -1,21 +0,0 @@ -In most Source games, you can mount [soundscripts](https://developer.valvesoftware.com/wiki/Soundscripts) for a specific map through `maps/%mapname%_level_sounds.txt` and [soundscapes](https://developer.valvesoftware.com/wiki/Soundscape) for a specific map through `scripts/soundscapes_%mapname%.txt`. Mapbase applies this system to other types of files as well, making them much more intuitive and easier to use. They were previously only mountable through modding. - -This article talks about these new map-specific files and how to use them. - -## Actbusy - -Actbusy is normally used for two things: -* An alternative to scripted_sequence that doesn't restrict the AI to a scripting state -* Making NPCs walk to different places and "act busy" when idle, especially in a city setting - -Most of the "idle" NPCs playing special animations in HL2's Point Insertion use Actbusy as an alternative to scripted_sequence while all of the citizens who walk around the plaza and wait in line for food are using it to a larger extent, making use of an "Enter-Play animation-Leave" type of pipeline. - -Actbusy is normally customized in mods through the `scripts/actbusy.txt` file, but this cannot be safely and reliably modified in a single map. In Mapbase, a map-specific file can be loaded (`maps/%mapname%_actbusy.txt` by default) without having to create an entirely new mod or try packing an entirely new script with the BSP. - -[VDC article](https://developer.valvesoftware.com/wiki/Actbusy) - -## Talker (Response System) - -The Response System is a large system used throughout Valve's Source games for dictating what NPCs should say in response to events in the world. - -(todo: expand article, read [this](https://developer.valvesoftware.com/wiki/Response_System) for now) \ No newline at end of file